Razorlength - 1029 Late Spring by Jong89

Map Description:

Year 28 of construction

I haven't updated in a while because what the dwarves were doing was really boring and routine.

This year the main tower and skydeck were mostly completed. The roof is still missing from the lack of stone, but now its final shape should be apparent. Its still completely unfurnished, because I haven't installed its plumbing system yet so I'm not sure what I need to build around.

I require a massive pump stack in order to provide running water and magma to all levels of the tower. The 3x3 section of the tower poses a challenge to combined dwarf, water and magma traffic.

The dwarves also shaved down a good part of the mountain for various reasons. The entrance of the tower is now only accessible from the ground floor, unless you don't mind jumping down a few, or a few tens of z-levels.

Work has begun on the groundbreaking dwarven computer.

The work has been helped by the fact that all the previously mentioned children have matured and there are now 22 adult dwarves in the fortress. There was 1 unfortunate accident involving a child standing on a staircase that was being channeled from underneath. Stupid wandering children. Further accidents were avoided by the use of child labour to keep the children from running amok. There are also 5 new children from the recalibrated population control measures. 2 of the matured children have married so it looks like the fortress won't have long term population problems even without immigration.

The fortress now has 25553 built blocks.

Point of Interest: Main Tower

The main tower spans the entire height of the map. It has a total of 141 built levels. Unfortunately, highest level is not available for construction. This is almost as wide as a 3x3 embark site.
The exterior of the tower is faced with polished marble blocks and the tower is capped with a solid gold spire.
The skydeck is approximately 83 tiles in diameter, and it casts a rather large shadow upon the land. - Jong89

There are 26 comments for this map series, last post 2010-11-04

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Comments

Submitted by: Aristoi - 2009-06-11 to 1001 Early Spring

Best of luck on your plans.

Submitted by: Noble Digger - 2009-06-12 to 1004 Mid Spring

Working deep is not easy for a young fort... Good luck clearing all that stone out. I would build an atom smasher down there and (d)ump the stone on the path of the drawbridge once it's hooked to a lever and raised.

Or build some catapults! It takes a few jobs to get a working catapult but then you have glowing red dwarves after a while. :D

Submitted by: Jong89 - 2009-06-12 to 1004 Mid Spring

Well I think using atom smashers and quantum dumps on such a grand scale would be a bit cheap :P However I've already decided that since the wood situation is not dire, I can afford to delay the tower cap farm and just use magma to melt all the extra rock.

Plus Siege operating skill is not immediately useful for the construction of the fort.

Submitted by: Noble Digger - 2009-06-16 to 1008 Mid Spring

Interestingly, any skill is useful to the fort. Because any skill can cause your dwarves' agility to increase, leading to them doing every job faster (including hauling).

Submitted by: Jong89 - 2009-06-17 to 1008 Mid Spring

True but pump operating levels faster than siege operating
I don't need to haul stone either :D

The only problem is that I don't always get agility. The chef even though he has multiple legendary skills, is only agile :(

[Message edited on 2009/06/17 at 10:47 by Jong89]

Submitted by: RavingManiac - 2009-06-19 to 1009 Late Spring

You have an underground lake or river, right? Tower caps will not grow even on muddied ground until an underground lake or river has been discovered.

Where does the water for the sprinklers come from anyway?

Submitted by: Jong89 - 2009-06-19 to 1009 Late Spring

Ah sorry, I do indeed have a underground river, just that I haven't bothered to breach it yet. All will be made known shortly.

Submitted by: Dakira - 2009-06-21 to 1012 Mid Spring

I look forward to more engineering projects and the completion of the tower.

Submitted by: Quantumplation - 2009-09-23 to 1016 Mid Spring

=( You stopped providing regular updates. Tis a shame. Any news as to how this project is going now? It's quite epic.

Also, Where's your food being produced? I can't see any farms. ^^

Submitted by: Markavian - 2009-09-23 to 1012 Mid Spring

uhh, wow, what a tower ... what a fort! What huge mountains as well... !

Submitted by: Ambivalence - 2010-03-03 to 1029 Late Spring

That's a tall, tall tower!

Submitted by: FJH - 2010-03-03 to 1029 Late Spring

Wow. That's--all that I can say. Wow.
This needs to be added to the wiki megaconstruction page.

Submitted by: Itnetlolor - 2010-03-04 to 1029 Late Spring

Looks like the perfect kind of location for my ship and it's crew to visit.

Submitted by: Retro - 2010-03-13 to 1034 Mid Autumn

I understand next to nothing about dwarven computers and fluid logic, but this looks impressive/scary as hell. Bravo! (cool tower too btw)

Submitted by: Urist McOverlord - 2010-03-19 to 1036 Early Winter

Awesome Computer!

You know the next step, however:

Create a dwarf fortress computer...
capable of running dwarf fortress!

Submitted by: Markavian - 2010-04-01 to 1038 Mid Spring

Kudos for continuing even though NEW VERSION IS OUT.

Submitted by: Jong89 - 2010-04-05 to 1041 Early Spring

Oh wait! I can put my obnoxiously big pics here!

Ground-level perspective of the fort
Ground-level perspective of the fort


Close-up of my site symbol
Close-up of my site symbol


I probably could crop them better.

[Message edited on 2010/04/05 at 12:00 by Jong89]

[Message edited on 2010/04/18 at 03:38 by Jong89]

Submitted by: Ambivalence - 2010-04-05 to 1041 Early Spring

That view of the tower is fantastic.

Submitted by: QMarx - 2010-04-16 to 1036 Early Winter

Have you considered using pressure plates, floodgates, and non-pet-passable doors to have a kitten-based clock? It seems like that would work out.

Submitted by: Jong89 - 2010-04-18 to 1044 Early Spring

Well I didn't. The issue with the clock was that I wanted it to be manually triggered from a single lever. If I wanted to set it up to be automatic, it wouldn't be too difficult to fiddle with it until it became a repeater.
The biggest problem with animal powered devices is that my fort is already very old. All my animals are already dead. Except the mule.
I could get more, but that would lag up the fort even more.

Submitted by: savanik - 2010-04-19 to 1036 Early Winter

What'd you generate that picture of the fortress in? I'm not familiar with the view style.

Submitted by: Markavian` - 2010-04-19 to 1036 Early Winter

Link back from Boing Boing - Colossal Turing Machine.

Submitted by: Markavian - 2010-04-19 to 1036 Early Winter

@savanik, I can't see the image, but I'm going to guess that it was made using one of the 3d Visualiser tools that have been made by the Dwarf Fortress community. Check the dwarf fortress wiki and the bay12games forums for more info...

Submitted by: Jong89 - 2010-04-22 to 1036 Early Winter

Gah! Imageshack ate my pics! I did not expect that to happen.

Thanks for the link Markavian. It was rather surprising to find myself mentioned in a blog post.

I wonder how many people have read the design manuscript though..

Submitted by: Blargh - 2010-05-08 to 1041 Early Spring

This is insane, in a good way.

Submitted by: Quietust - 2010-11-04 - Removed

Submitted by: Quietust - 2010-11-04 to 1044 Early Spring

How exactly was the computer clock generator originally hooked up? It looks similar to MrFake's n-step cyclic repeater, though that design wouldn't have suffered from the flaw of residual pump inertia moving the water multiple cells.

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